ChromaZones
About the Project
My Roles
Programmer (Systems, Gameplay), Designer (Level, Mechanics)
Team Size
2 Programmers
Development Time
2 Months
Engine & Language
Unity Engine, C#
Platforms
Windows
Long Desciption
ChromaZones is a 2D stealth puzzle game where the colour of zones dictates who is prey and who is predator. In each abstract and colourful level, players must rely on their wits, timing, and skill to progress. All the while, players must utilise the ability to change the colour of the zones and lure enemies so that they can catch them all to win before they catch the player!
Game Type
2D Stealth Puzzle Game
Project Context
Expanded from submission to Swinburne GameMaker Club’s End of Year Game Jam 2023
What I Did
My Roles:
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Programmer (Systems, Gameplay)
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Designer (Level, Mechanics)
My Responsibilities
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Design of various game mechanics and puzzle features
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Implementation of various gameplay systems and features
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Level design of multiple playable levels
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Organisation and facilitation of playtests
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QA Testing and bug fixing
Gameplay Features:
Some of my main contributions to the project were the implementation of many essential gameplay features of the project. One feature was the colour zones, which change colour as the player moves around. I also made several puzzle mechanics, such as a pressure plate only triggered by an enemy, which can trigger a variety of other features, such as doors, as well as enabling/disabling colour zones. I also made a turret that fires projectiles, which alerts enemies when touched.
Game Systems:
Throughout the project, I also worked on several more general game systems. One example is a central audio system, which can play multiple different sound effects at the same time using events as triggers. It also has a central location for the developers to customise the volume of each sound, add pitch variation, among other options. Another game system I made was a speedrun 'high score' system. Each level has a timer, which tracks the level playtime, and displays if the player beat their score. This data is saved and loaded into a file.
Game Design:
Although I consider myself to be primarily a programmer, I also had a heavy hand in game design for this project. I helped design the initial game idea and refine it to a playable (and fun!) state. I also came up with many of the puzzle mechanics, such as the enemy-triggered pressure plate, enemy alerting projectiles, enemy invulnerability mode, and colour zone enabling/disabling. I also had a big part in the visual design of many of these features to make sure they communicated to the player what they did.
Level Design:
I also had a large contribution to level design, as about half of the levels were designed by me. I designed a level around a central theme, such as a loop, which the player could complete the puzzles clockwise or anti-clockwise. Each would make some puzzles easier and some harder. Then I would create a puzzle based on some idea I had, such as dodging oncoming projectiles or avoiding a pursuing enemy long enough for a colour zone to change. Another large part of the level design I did was designing all the tutorials, so players would comprehend and remember the mechanics.
Playtest Organisation and Facilitation:
The final major thing I did was organising player tests. Our puzzle game required lots of people, both new people and repeat players, to play the game for feedback. I helped organise several playtests, so we could watch them and record their footage for later reference all without giving any input, unless absolutely necessary.
Game Screenshots





